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Difference between revisions of "Spellcaster Tier 3"

 
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To design a Spellcaster Tier 3 ability, begin by deciding if your ability is a Single Target damage/healing spell, AOE damage/healing spell, or in-combat Utility spell. In general, Single Target abilities deal more damage and have stronger secondary effects. Once you have chosen, follow the instructions in the respective section -- and you’re done!
 
To design a Spellcaster Tier 3 ability, begin by deciding if your ability is a Single Target damage/healing spell, AOE damage/healing spell, or in-combat Utility spell. In general, Single Target abilities deal more damage and have stronger secondary effects. Once you have chosen, follow the instructions in the respective section -- and you’re done!
  

Latest revision as of 09:04, 22 June 2019

IlisaraRules.png To design a Spellcaster Tier 3 ability, begin by deciding if your ability is a Single Target damage/healing spell, AOE damage/healing spell, or in-combat Utility spell. In general, Single Target abilities deal more damage and have stronger secondary effects. Once you have chosen, follow the instructions in the respective section -- and you’re done!

Single Target

There are four options for damaging/healing Tier 3 Abilities. For convenience of player choice, you can see the minimum and maximum rolls made possible by each option, and the average roll that each option has.

. Tier 3 Single Target Damage or Healing Maximum roll Minimum roll Average roll
Option 1 2 + 2d8 18 4 11
Option 2 4 + 2d6 16 6 11
Option 3 6 + 2d4 14 8 11
Option 4 10 10 10 10

Once you’ve chosen an Option for damage / healing output, you can (optionally) choose a secondary effect for your Tier 3 ability. If you choose a secondary effect, your damage output is decreased by 1.


Secondary Effects: Damage

You can only choose these secondary effects if your ability deals damage.

  • Target is slowed, so their speed is halved

  • Target takes -2 to all Attack rolls for one turn

  • Target takes -2 to all Defense rolls for one turn

  • Target takes 1 damage each turn, for 3 turns

  • Target takes -5 to Dexterity, Strength, Knowledge, Stamina, Charisma OR Arcana checks for one turn

  • Target takes an additional 3 damage if they are of the type your spells gain an attack bonus against


Secondary Effects: Healing

You can only choose these secondary effects if your ability heals.

  • Target’s speed is doubled for one turn

  • Target gains +2 to all Attack rolls for one turn

  • Target gains +2 to all Defense rolls for one turn

  • Target deals an additional +1 damage each turn when they hit with an ability, for 3 turns

  • Target gains +5 to Dexterity, Strength, Knowledge, Stamina, Charisma OR Arcana checks for one turn

Special Note for Single Target Hybrid Damage / Healing Abilities

If you would like to deal damage and heal in one ability, you can. Choose Option 1, 2, 3, or 4 from the table above for your base damage or healing. Your secondary effect will be “deals 5 damage” or “deals 5 healing”.


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Multi Target (AOE)

There are four options for damaging/healing Tier 3 Abilities. For convenience of player choice, you can see the minimum and maximum rolls made possible by each option, and the average roll that each option has.

. Tier 3 AOE Damage or Healing Maximum roll Minimum roll Average roll
Option 1 1 + d8 9 2 5.5
Option 2 2 + d6 8 3 5.5
Option 3 3 + d4 7 4 5.5
Option 4 5 5 5 5

Once you’ve chosen an Option for damage / healing output, choose a secondary effect for your AOE Tier 3 ability.  If you choose a secondary effect, your damage is decreased by 2.


Secondary Effects: AOE Damage

You can only choose these secondary effects if your ability deals damage.  

  • Targets are slowed, so their speed is halved

  • Targets take -1 to all Attack rolls for one turn

  • Targets take -1 to all Defense rolls for one turn

  • Targets take -3 to Dexterity, Strength, Knowledge, Stamina, Charisma OR Arcana checks for one turn


Secondary Effects: AOE Healing

You can only choose these secondary effects if your ability heals.   

  • Allies’ speed is doubled for one turn

  • Allies gain +1 to all Attack rolls for one turn

  • Allies gain +1 to all Defense rolls for one turn

  • Allies gain +3 to Dexterity, Strength, Knowledge, Stamina, Charisma OR Arcana checks for one turn


Special Note for AOE Hybrid Damage / Healing Abilities   

If you would like to deal damage and heal in one AOE ability, you can. Choose Option 1, 2, 3, or 4 from the table above for your base damage or healing. Your secondary effect will be “deals 2 damage” or “deals 2 healing”.


Utility

As a spellcaster, you can choose to forgo dealing damage or healing to create a Tier 3 ability with in-combat Utility. In-combat utility powers are strong. Buffs that modify allies’ Defense or Attack rolls usually last two turns, and debuffs for enemies usually last one turn. You can choose any effect from this list (or create your own with DM approval):

Utility Effects

  • The caster teleports a short distance

  • The caster shapeshifts

  • The caster “steals” a Tier 3 ability from an ally or enemy and uses it once

  • The caster flies a short distance

  • An ally gains 5 extra hit points from any healing abilities for two rounds

  • An ally gains +7 to their next skill check (Arcana, Dexterity, Strength, Stamina, Knowledge, OR Charisma)

  • An ally gains +5 to all Defense OR Attack rolls for two turns

  • Enemy target takes -5 penalty to all Defense OR Attack rolls for one turn

  • Enemy target cannot heal for one turn

  • Enemy target is asleep, and thus unable to act for two turns. This condition ends if the target takes damage.
  • Target is polymorphed for two turns. This condition ends if the target takes damage.

  • Conjure a creature that has 5 hit points and deals the same damage or healing as your basic attack.

  • All enemy targets are rooted in place for two turns.


Tier 3 abilities cannot be too powerful, but you should use your imagination and find something flavorful and fun that suits your character. If you want to use one of the effects from the above list and make it apply to multiple targets, consider toning the ability down; for example, all allies gain +2 to all defense rolls made for two turns instead of +5.